| Commit message (Collapse) | Author | Age | Files | Lines |
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estimated size and udp sending capability on a time slice, instead always moving a arbitrary number of updates.
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throttles when it is enqueued for later send.
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changed terrain send throotle to be by packets in queue, reduced odds of MTU violation on terrain send (still bad). Most UDP protocol implementations may not mind much, but our code still does
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root as was done before )
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throttle and makes more packets to be sent in bursts and not in steady
state flow.
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int64, etc. Limite brust bytes to the total rate client requested times a
look ahead estimation time, Avoid queues starvation with updates waiting...
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acumulated ( variable named BurtRate, not exactly a rate...)
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region with a lot of contents. Should not affect much average rates.
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category in specified time
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should send other avatarinformation with same priority on same Task category ( plus cleanup )
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top element of a category queue, equivalente to using a queue.peek() if
avaiable
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connections console command
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Conflicts:
OpenSim/Framework/RegionSettings.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
OpenSim/Region/OptionalModules/World/NPC/Tests/NPCModuleTests.cs
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Physics/Manager/PhysicsActor.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
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Adds a DoubleLocklessQueue and uses it for the outgoing buckets. Added
a flag value to the Throttle Type (again) because although it's hacky, it's
the best of a bad bunch to get the message through the UDP stack to where it's
needed.
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* Last step is to flip the throttle distribution.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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a new queue object.
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This is controlled via the console command "debug lludp client set process-unacked-sends true [<avatar-first-name> <avatar-last-name>]"
For debug purposes to see if this process for very bad connections is causing general outbound udp processing delays.
Relates to http://opensimulator.org/mantis/view.php?id=7393
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conference code use a generic JobEngine class rather than 4 slightly different copy/pasted versions.
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throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
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problem diagnosis.
"show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
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Extends regression tests to test response of adaptive throttles to ack'ed and expired packets.
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throttles would cause client throttles to be lower than expected when total requests exceeded the scene limit.
This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle.
This would lead to a lower server multiplier than expected.
This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active.
This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active.
This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
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This only had one child, which is the 'adaptive' token bucket.
So from testing and currently analysis, we can use that bucket directly which simplifies the code.
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This is the total of queued outgoing packets across all connections, as also seen in the "show queues" command.
Gives some early indication of whether the simulator can't send all outgoing packets fast enough.
Though then one would want to check that this isn't due to a few bad client connections.
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<avatar-last-name>" to control extra throttle related debug logging.
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before it's put on the wire.
Unlike "debug lludp packet" which logs at the point where OpenSim first asks the clientstack to send a certain outgoing packet, this logs immediately before the actual send.
For low-level debugging purposes.
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on a controlled number of threads rather than the threadpool.
Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running.
When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests.
However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues.
This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead.
Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time.
Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
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protected so that other logging code in the clientstack can record more useful information
Adds some commented out logging for use again in the future.
No functional change.
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is being throttled due to past poor performance.
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